; CNS僼傽僀儖偼僇儞僼乕儅儞偺掕悢乮婎杮僨乕僞乯偲
; 忬懺乮奺摦嶌乯傪婰弎偡傞傕偺偱偡丅
; 僉儍儔僋僞乕偺怱憻偲傕尵偊傞晹暘側偺偱偲偰傕廳梫偱偡丅
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;婎杮僨乕僞晹暘
[Data]
life              = 5000    ;懱椡僎乕僕偺嵟戝抣傪寛傔傑偡
power             = 5000    ;僷儚乕僎乕僕嵟戝抣乮僨僼僅儖僩偼 3000 = Lv.3 偵側傝傑偡丒僆僾僔儑儞乯
attack            = 120     ;峌寕椡僷乕僙儞僥乕僕乮僨僼僅儖僩偼 100% 偵側傝傑偡乯
defence           = 120     ;杊屼椡僷乕僙儞僥乕僕乮僨僼僅儖僩偼 100% 偵側傝傑偡乯
fall.defence_up   = 50      ;堦帪揑偵忋徃偡傞僟僂儞帪偺杊屼椡僷乕僙儞僥乕僕
liedown.time      = 50      ;搢傟偰偐傜婲偒忋偑傞傑偱偺帪娫
airjuggle         = 15      ;僕儍僌儖億僀儞僩尷奅抣丂仛侾
sparkno           = 1       ;僨僼僅儖僩偺僸僢僩僗僷乕僋斣崋乮fightfx.air偐丄僉儍儔偺air偐傜屇傃弌偡乯
guard.sparkno     = 40      ;僨僼僅儖僩偺僈乕僪僗僷乕僋斣崋乮fightfx.air偐丄僉儍儔偺air偐傜屇傃弌偡乯
KO.echo           = 0       ;俲俷帪偺惡偵僄僐乕傪妡偗傞偐偳偆偐乮0=偟側偄丒1=偡傞乯
volume            = 50      ;僉儍儔偺壒検丂255偑嵟崅
intpersistindex   = 5,20    ;Var傪師偺儔僂儞僪傊帩偪墇偟偑壜擻 (嵟彫=0, 嵟戝=59)  仛俀
floatpersistindex = 40      ;FVar傪師偺儔僂儞僪傊帩偪墇偟偑壜擻 (嵟彫=0, 嵟戝=39) 仛俀

;---------------------------------------------------------------------------
;僒僀僘愝掕
[Size]
xscale           = 1        ;僉儍儔夋憸偺墶偺僗働乕儖
yscale           = 1        ;僉儍儔夋憸偺廲偺僗働乕儖
ground.back      = 15       ;僉儍儔偺暆乮抧忋屻曽乯
ground.front     = 16       ;僉儍儔偺暆乮抧忋慜曽乯
air.back         = 12       ;僉儍儔偺暆乮嬻拞屻曽乯
air.front        = 12       ;僉儍儔偺暆乮嬻拞慜曽乯
height           = 60       ;挼傃墇偡憡庤偺偨傔偺僉儍儔偺崅偝
attack.dist      = 160      ;峌寕傪弌偟偨帪偵憡庤偑僈乕僪懱惃偵擖傞嵟掅偺嫍棧
proj.attack.dist = 90       ;憡庤偑僈乕僪懱惃偵擖傞敪幩暔偲偺嵟掅偺嫍棧
proj.doscale     = 0        ;xscale偲yscale偑敪幩暔偺僗働乕儖偵傕塭嬁偡傞偐偳偆偐乮0=偟側偄丒1=偡傞乯
head.pos         = 0, -90  ;BindToTarget偺帪偵昁梫側摢偺嵗昗
mid.pos          = 0, -60  ;BindToTarget偺帪偵昁梫側懱拞怱偺嵗昗
shadowoffset     = 0        ;塭偺悅捈曽岦偺埵抲
draw.offset      = 0,0      ;僉儍儔昤夋昞帵埵抲乮倃幉,倄幉乯

;---------------------------------------------------------------------------
;堏摦懍搙愝掕
[Velocity]
walk.fwd     = 2.6          ;慜恑曕峴懍搙
walk.back    = -2.5         ;屻戅曕峴懍搙
run.fwd      = 6.6, 0       ;慜偵憱傞帪偺懍搙乮倃幉,倄幉乯
run.back     = -5.8,-4      ;屻傠偵憱傞帪偺懍搙乮倃幉,倄幉乯
jump.neu     = 0,-9         ;悅捈僕儍儞僾懍搙乮倃幉,倄幉乯
jump.back    = -3.6         ;屻僕儍儞僾懍搙
jump.fwd     = 3.7          ;慜僕儍儞僾懍搙
runjump.back = -2.55,-8.1   ;屻傠偵憱傝側偑傜偺僕儍儞僾懍搙乮僆僾僔儑儞乯
runjump.fwd  = 4.2,-8.7     ;慜偵憱傝側偑傜偺僕儍儞僾懍搙乮僆僾僔儑儞乯
airjump.neu  = 0,-8.1       ;嬻拞悅捈僕儍儞僾懍搙乮僆僾僔儑儞乯
airjump.back = -2.5         ;嬻拞屻僕儍儞僾懍搙乮僆僾僔儑儞乯
airjump.fwd  = 2.55         ;嬻拞慜僕儍儞僾懍搙乮僆僾僔儑儞乯

;---------------------------------------------------------------------------
;摦嶌愝掕
[Movement]
airjump.num     = 0      ;嬻拞僕儍儞僾偑弌棃傞夞悢乮僆僾僔儑儞乯
airjump.height  = 35     ;嬻拞僕儍儞僾偡傞偨傔偵昁梫側嵟掅尷偺崅偝乮僆僾僔儑儞乯
yaccel          = .56    ;廳椡乮悅捈壓崀壛懍搙乯
stand.friction  = .85    ;棫偪忬懺偺杸嶤學悢
crouch.friction = .82    ;偟傖偑傒忬懺偺杸嶤學悢

;---------------------------------------------------------------------------
; Var偺巊梡忬嫷
; 偙偙偵帺暘偑巊偭偨var傪儊儌偟偰偍偔偲偄傠偄傠偲岲搒崌偱偡丅
; var(1)  - 僐儅儞僪僼傽僀儖偺僐儞儃梡
; var(3)  - 僴僀僕儍儞僾
; var(4)  - 彫僕儍儞僾
; var(5)  - 懳愴僉儍儔敾暿
; var(6)  - 庴恎張棟梡
; var(15) - 昐敧廍擉幃丂嫮庛敾暿梡
; var(16) - 僐儅儞僪擖椡梡
; var(17) - 幍廍屲幃丒夵丂僸僢僩敾掕梡
; var(18) - 撆欩傒乣峳欩傒敾掕梡
; var(20) - 峴摦惂尷梡
; var(21) - Random var梡
; var(22) - Life偺弶婜抣曐懚梡
; var(25) - 戝幹撱丂棴傔敾掕梡
; var(30) - 僗僷僉儍儞敾掕梡
; var(32) - 柍幃丒堧擵抜挧敪梡
; var(33) - 偳偙僉儍儞儌乕僪僞僀儉僇僂儞僩梡

;---------------------------------------------------------------------------
;乽僗僥乕僩乿偺愢柧偲婎杮揑側巊偄曽
;---------------------------------------------------------------------------
;仭僗僥乕僩偲偼乽忬懺乿傪堄枴偟傑偡偑丄
;丂俵倀俧俤俶偱偼捠忢峌寕傗昁嶦媄側偳偺榞偵偼傑傜側偄
;乽僎乕儉拞偵偍偗傞慡偰偺峴摦傪寛傔傞僾儘僌儔儉乿偺帠傪巜偟傑偡丅
;乽僎乕僕徚旓偑昁梫柍偔丄堦寕偱憡庤傪搢偣傞峌寕乿側偳傕娙扨偵嶌惉弌棃傞偺偱拲堄偱偡丅
;丂侾僗僥乕僩乮堦偮偺峴摦乯偢偮偵懳偟偰昁偢斣崋乮傾僪儗僗乯偑妱傝摉偰傜傟傑偡丅
;丂懎偵乽僗僥乕僩僫儞僶乕乿偲屇偽傟偰偄傑偡丅
;
;仭婎杮揑側愝掕偺椺
; [Statedef STATENO]       堦偮偺峴摦傪掕媊偡傞婰弎偱偡丅乽STATENO乿偵昁偢斣崋傪愝掕偟偰偔偩偝偄
; type = ?      S/C/A/L/U  僉儍儔偺忬懺傪巜掕
; S=棫偪丂C=偟傖偑傒丂A=嬻拞丂L=搢傟偰偄傞丂U=慜偺僗僥乕僩偺忬懺傪堷偒宲偖
;
; movetype = ?  I/A/H      僉儍儔偺峴摦撪梕傪巜掕
; I=壗傕偟側偄丂A=峌寕偟偰偄傞丂H=峌寕傪怘傜偭偰偄傞
;
; physics = ?   S/C/A/N/U  僉儍儔偺暔棟揑側懱惃
; S=棫偪丂C=偟傖偑傒丂A=嬻拞丂N=廳椡傗杸嶤偺塭嬁傪庴偗側偄丂U=慜偺僗僥乕僩偺懱惃傪堷偒宲偖
;
; juggle = ?               峌寕傪摉偰偨帪偵棴傑傞僕儍僌儖億僀儞僩偺愝掕
;
; [State STATENO, ?]      乽僗僥乕僩僐儞僩儘乕儔乿偲屇偽傟傞僗僥乕僩偺怓乆側憖嶌傪掕媊偟丄愝抲傗捛壛傪偟傑偡
; type = ?                 僗僥乕僩僐儞僩儘乕儔偺庬椶傪偙偺晹暘偵忬嫷偵墳偠偰擖傟傑偡
; 丂                       僩儕僈乕偱忦審傪巜掕偟丄條乆側岠壥傪揔梡偝偣偰峴偒傑偡
;
;
; 仸侾僗僥乕僩偵偼昁偢堦偮偼僗僥乕僩僐儞僩儘乕儔傪愝抲偡傞昁梫偑偁傝傑偡丅
;
; 屻偼幚嵺偵巊傢傟偰偄傞僗僥乕僩傪嶲徠偟偰偔偩偝偄丅乮[Statedef 200]偵峏偵徻偟偄愢柧傕偁傝傑偡乯
;
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 婎杮峴摦偺僗僥乕僩
;---------------------------------------------------------------------------
; 僞僀儉僆乕僶乕帪
; CNS 儗儀儖: 婎杮

[Statedef 170]
type = S
ctrl = 0     ;偙偙偱CtrlSet傪娙棯壔偱偒傑偡丅丂1=帺桼偵摦偐偣傞
anim = 170
velset = 0,0 ;偙偙偱VelSet傪娙棯壔偱偒傑偡丅丂x曽岦,y曽岦 偺弴

[State 1000, ]
type = Varset
trigger1 = 1
var(33) = 0

[State 170, 柍揋]
type = NotHitBy
trigger1 = 1 ;1偵偡傞偲偄偐側傞忦審偱傕桳岠偱丄0偵偡傞偲偄偐側傞忦審偱傕柍岠
value = SCA  ;仸
time = 1

;---------------------------------------------------------------------------
; 彑棙億乕僘暘婒
; CNS 儗儀儖: 婎杮
;
;偙偙偱彑棙億乕僘傪慖戰偡傞丅丂MatchOver偼帋崌廔椆傪敾掕偡傞偺偱丄
;堦夞栚偲擇夞栚彑棙傪暿偺億乕僘偵偟偨偄帪偵曋棙丅

[Statedef 180]
type = S

[State 1000, ]
type = Varset
trigger1 = 1
var(33) = 0

[State 180,]
type = VarRandom
trigger1 = 1
v = 21
range = 0,2

[State 180,]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(5) = 1
value = 184

[State 180,]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(21) = 0
value = 181

[State 180,]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(21) = 1
value = 182

[State 180,]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(21) = 2
value = 183

;---------------------------------------------------------------------------
; 彑棙億乕僘1
; CNS 儗儀儖: 婎杮

[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Alive
value = 10,6

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 8
trigger1 = Alive
value = 10,7

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 3
anim = 182
postype = P1
pos = 0, 0
sprpriority = 5
ownpal = 1

[State 181, 摿庩岠壥]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

;---------------------------------------------------------------------------
; 彑棙億乕僘2
; CNS 儗儀儖: 婎杮

[Statedef 182]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Alive
value = 10,4

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = Alive
value = 10,5

[State 181, 摿庩岠壥]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

;---------------------------------------------------------------------------
; 彑棙億乕僘3
; CNS 儗儀儖: 婎杮

[Statedef 183]
type = S
ctrl = 0
anim = 185
velset = 0,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Alive
value = 10,28

[State 181,]
type = PlaySnd
trigger1 = AnimElemtime(6) = 50
trigger1 = Alive
value = 10,29

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = Alive
value = 12,0

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 6
anim = 2220
postype = P1
pos = 0, -30
sprpriority = 5
ownpal = 1

[State 810,]
type = EnvShake
trigger1 = AnimElem = 6
ampl = 3
freq = 95
time = 10

[State 181, 摿庩岠壥]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

;---------------------------------------------------------------------------
; 彑棙億乕僘 倁俽敧恄
; CNS 儗儀儖: 婎杮

[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Alive
value = 10,8

[State 181, 摿庩岠壥]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

;---------------------------------------------------------------------------
; 僀儞僩儘暘婒
; CNS 儗儀儖: 婎杮
;
; 偙偙偱偼曄悢(var)傪巊偭偰偄傑偡偑丄徻偟偄愢柧偼屻傎偳丅
; VarRandom偼range偱巜掕偝傟偨斖埻偐傜傂偲偮傪慖傇偺偱丄
; 偄傠偄傠側暘婒偵曋棙偱偡丅

;僀儞僩儘慖戰
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 1000, ]
type = Varset
trigger1 = 1
var(33) = 0

[State 190,懳敧恄]
type = ChangeState
trigger1 = p2name = "iori" | p4name = "iori"
trigger2 = p2name = "yagami" | p4name = "yagami"
trigger3 = p2name = "iori yagami" | p4name = "iori yagami"
trigger4 = p2name = "d-Yagami" | p4name = "d-Yagami"
trigger5 = p2name = "Yagami-AKOF" | p4name = "Yagami-AKOF"
value = 192

[State 190,]
type = ChangeState
trigger1 = Time = 1
value = 191

;---------------------------------------------------------------------------
; 僀儞僩儘乮帋崌奐巒捈慜偺傾僋僔儑儞乯
; CNS 儗儀儖: 婎杮

[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, 摿庩岠壥] ;乽ROUND1, FIGHT!乿偺傾僫僂儞僗偑巒傑傞傑偱偼丄偙偺僐儞僩儘乕儔傪巊偭偰偔偩偝偄
type = AssertSpecial
trigger1 = 1
flag = Intro ;僀儞僩儘偺忬懺偵側傝傑偡

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,9

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 6
value = s12,0

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 10160
postype = P1
pos = 50,-90
sprpriority = 10
removetime = 100
scale = 0.6,0.6

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 10161
postype = P1
pos = 50,-90
sprpriority = 10
removetime = 100
scale = 0.6,0.6

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 9920
postype = P1
pos = 50,-80
sprpriority = 11
removetime = 100
scale = 0.5,0.5

[State 1000,explods]
type = Explod
trigger1 = AnimElem = 6
anim = 1660
pos = 50,-90
postype = p1
sprpriority = 9
persistent = 0
pos = 0,0
sprpriority = 20
ownpal = 1
scale = 0.5,0.5

[State 191, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 僀儞僩儘丂倁俽敧恄
; CNS 儗儀儖: 婎杮

[Statedef 192]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 181,]
type = Varset
trigger1 = 1
var(5) = 1

[State 191, 摿庩岠壥] ;乽ROUND1, FIGHT!乿偺傾僫僂儞僗偑巒傑傞傑偱偼丄偙偺僐儞僩儘乕儔傪巊偭偰偔偩偝偄
type = AssertSpecial
trigger1 = 1
flag = Intro ;僀儞僩儘偺忬懺偵側傝傑偡

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,9

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 6
value = s12,0

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 10160
postype = P1
pos = 50,-90
sprpriority = 10
removetime = 100
scale = 0.6,0.6

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 10161
postype = P1
pos = 50,-90
sprpriority = 10
removetime = 100
scale = 0.6,0.6

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 9920
postype = P1
pos = 50,-80
sprpriority = 11
removetime = 100
scale = 0.5,0.5

[State 1000,explods]
type = Explod
trigger1 = AnimElem = 6
anim = 1660
pos = 50,-90
postype = p1
sprpriority = 9
persistent = 0
pos = 0,0
sprpriority = 20
ownpal = 1
scale = 0.5,0.5

[State 191, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 挧敪
; CNS 儗儀儖: 婎杮
[Statedef 195]
type     = S
movetype = I
physics  = S
anim     = 195
velset   = 0,0
ctrl     = 0
sprpriority = 2 ;偙偙偱昞帵桪愭搙傪寛掕偱偒傑偡丅丂斖埻偼-5乣5丄戝偒偄傎偳庤慜偵昞帵偝傟傞
facep2 = 1      ;憡庤偺曽傪岦偄偰偐傜挧敪乮寢峔廳梫乯

[State 195, 僐儞僩儘乕儖壜斲]
type = CtrlSet
triggerall = !winko
trigger1 = AnimElem = 16
value = 1

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,3

[State 195, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C
anim = 10

[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = 0

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type    = C
physics = C
anim = 11
sprpriority = 0

[State 11, 0]
type = VelSet
trigger1 = Time = 0
x = 0

[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1
ctrl = 1

[State 100, 1]
type = VelSet
trigger1 = AnimElemtime(2) >= 0
x = const(velocity.run.fwd.x)

[State 191,]
type = PlaySnd
triggerall = time = 1
trigger1 = Alive
loop = 1
value = s5,0
channel = 6

[State 100,]
type = StopSnd
trigger1 = command != "holdfwd"
trigger2 = Anim != 100
channel = 6

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 191,]
type = PlaySnd
triggerall = AnimElem = 2
trigger1 = Alive
value = s5,1

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 2
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 3]
type = ChangeState
trigger1 = AnimElemtime(2) >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 106

[State 191,]
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = Alive
value = s4,0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 0
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = time = 0
var(4) = 0

[State 40, 1];彫僕儍儞僾
type = VarSet
trigger1 = command != "holdup"
var(4) = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(4) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 4];彫僕儍儞僾
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(4) = 1
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = -6

[State 40, 5]
type = null;VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 191,]
type = PlaySnd
triggerall = time = 0
;triggerall = Var(4) = 0
triggerall = Var(3) != 0
trigger1 = Alive
value = s3,2
channel = 4

[State 191,]
type = PlaySnd
triggerall = time = 0
triggerall = Var(4) = 0
triggerall = Var(3) = 0
trigger1 = Alive
value = s3,1
channel = 4

[State 191,]
type = PlaySnd
triggerall = time = 0
triggerall = Var(4) = 1
triggerall = Var(3) = 0
trigger1 = Alive
value = s3,0
channel = 4

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
;trigger1 = Var(4) = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 2];彫僕儍儞僾
type = null;ChangeAnim
trigger1 = Time = 0
trigger1 = Var(4) = 1
value = 49

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47
veladd = 0,0

[State 191,]
type = PlaySnd
trigger1 = time = 0
value = s4,0

[State 52, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;傆偭偲偽偟
[Statedef 300]
type     = S
movetype = A
physics  = S
juggle   = ifelse(P2movetype=H,8,15)
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 300
sprpriority = 3

[State 300,]
type = PowerAdd
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
value = -1000

[State 300,]
type = NotHitBy
trigger1 = prevstateno = [150,151]
trigger1 = 1
value = SCA

[state 300,]
type = Posset
trigger1 = time = 0
y = 0

[State 2100, 堏摦廔椆]
type = VelSet
trigger1 = AnimElem = 5
x = 4.5

[State 2100, 堏摦廔椆]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 300,]
type = palfx
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
time = 5
add = 230,230,230

[State 300,]
type = AfterImage
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
time = 38
trans = add1
timegap = 2
framegap = 2
length = 5
palbright = 12,12,12
palcontrast = 220,220,220
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 300, 僗僥乕僩曄峏]
type = ChangeAnim
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
value = 305

[State 300, 僸僢僩掕媊]
type = HitDef
trigger1 = prevstateno = [150,151]
trigger1 = Time = 0
attr = S, NA
animtype  = Diagup
damage    = 10
pausetime = 16,18
sparkno = s4010
sparkxy = -20,-75
hitsound   = s1,4
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -5,-5
air.velocity = -5,-5
fall = 1
fall.recover = 0
kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 300 , 1]
type = HitDef
trigger1 = prevstateno != [150,151]
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 80
priority = 5
pausetime = 13,14
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-75
hitsound = s1,4
hitflag = MAF
guardflag = MA
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5,-5
air.velocity = -5,-5
air.animtype = Back
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 300, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4

[State 300, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,38

[State 300, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;嬻拞傆偭偲偽偟
[Statedef 650]
type     = A
movetype = A
physics  = A
juggle   = 7
poweradd = 0
ctrl     = 0
anim     = 650
sprpriority = 3

[State 240 , 1]
type = HitDef
trigger1 = time = 0
attr = A, NA
animtype  = Hard
damage    = 80
priority = 5
pausetime = 11,12
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25,-60
hitsound = s1,4
hitflag = MAF
guardflag = MA
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5,-5
air.velocity = -5,-5
air.animtype = Back
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,4

[State 300, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,38

;---------------------------------------------------------------------------
;嬞媫夞旔慜

[Statedef 700]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 700
ctrl     = 0
velset   = 0,0
sprpriority = -2

[State 700,]
type = Poweradd
triggerall = time = 0
trigger1 = prevstateno = [150,151]
value = -1000

[State 700,];揰柵
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [150,151]
time = 5
add = 230,230,230

[State 200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,35
channel = 4

[State 2100, 巆憸]
type = AfterImage
triggerall = prevstateno = [150,151]
trigger1 = AnimElem = 2
time = 24
length = 6      ;巆憸偺昞帵帪娫
timegap = 2     ;帪娫嵎
framegap = 2    ;僼儗乕儉嵎
palbright = 1, 1, 1
palcontrast = 128, 128, 128
paladd = 0, 0, 0
palmul = 1, 1, 1
trans = Add1

[State 2100, 旕柍揋] ;抧忋搳偘懏惈偼夞旔偱偒側偄
type = HitBy
trigger1 = AnimElem = 8, <= 0
value = SC, NT, ST, HT    ;棫S丄孅C丄嬻A , 捠忢N丄昁嶦S丄挻昁H 亄 峌寕A丄搳偘T丄旘傃摴嬶P偱婰弎

[State 2100, 堏摦検]
type = VelSet
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(8) < 0
x = 4.6

[State 2100, 堏摦廔椆]
type = VelSet
trigger1 = AnimElem = 8
x = 0

[State 2100, 憡庤偲廳側偭偨応崌]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 2100, 廔椆]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;嬞媫夞旔屻

[Statedef 710]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 710
ctrl     = 0
velset   = 0,0
sprpriority = -2

[State 700,]
type = Poweradd
triggerall = time = 0
trigger1 = prevstateno = [150,151]
value = -1000

[State 700,];揰柵
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [150,151]
time = 5
add = 230,230,230

[State 200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,35
channel = 4

[State 2110, 巆憸]
type = AfterImage
triggerall = prevstateno = [150,151]
trigger1 = AnimElem = 3
time = 24
length = 6
timeGap = 2
frameGap = 2
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1	
trans = Add1

[State 2110, 旕柍揋]
type = HitBy
trigger1 = AnimElem = 8, <= 0
value = SC, NT, ST, HT

[State 2110, 堏摦検]
type = VelSet
trigger1 = AnimElemTime(3) > 0 && AnimElemTime(8) < 0
x = -4.6

[State 2110, 堏摦廔椆]
type = VelSet
trigger1 = AnimElem = 8
x = 0

[State 2110, 憡庤偲廳側偭偨帪偺張棟]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 2110, 廔椆]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;庴恎

[Statedef 52000]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 5200
ctrl     = 0
sprpriority = 2

[State 5200]
type = Posset
trigger1 = time = 0
y = 0

[State 200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,35
channel = 4

[State 2110, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2110, ]
type = Varset
trigger1 = time = 0
trigger1 = command = "holdfwd"
var(6) = 1

[State 2110, ]
type = Varset
trigger1 = Animtime = 0
var(6) = 0

[State 2110, 堏摦検]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(4) <= 0
x = -4.8

[state 300,]
type = Veladd
triggerall = var(6) = 0
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(4) <= 0
x = .021

[State 2110, 堏摦検]
type = VelSet
triggerall = var(6) = 1
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(7) <= 0
x = 6

[State 2110, ]
type = ChangeAnim
triggerall = var(6) = 1
trigger1 = time = 0
value = 700

[State 2110, 堏摦廔椆]
type = VelSet
triggerall = var(6) = 0
trigger1 = AnimElem = 5
x = 0

[State 2110, 堏摦廔椆]
type = VelSet
triggerall = var(6) = 1
trigger1 = AnimElem = 8
x = 0

[State 2110, 憡庤偲廳側偭偨帪偺張棟]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 2110, 廔椆]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 3750]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 20001
poweradd = 0
sprpriority = 2

[State 1000, VelAdd]
type = Velset
trigger1 = 1
x = 7

[State 1000,HitBy]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP, HA

[State 1000, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA, NP, SP, HP, HA
stateno = 3750

[State 1000, ChangeState]
type = ChangeState
trigger1 = p2bodydist X < 10
value = 953

[StateDef 953]
type = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 953
poweradd = 0
sprpriority = 1


[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S12,8

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 20
freq = 90
ampl = -6
phase = 90
ignorehitpause = 1

[State 0, AfterImageProj]
type = Projectile    ;飞行道具控制器(做残影exp专用)
trigger1 = time = 0
projanim = 10093   ;*******光效的动画号码*******
projscale = 1,1   ;长宽比 不需要放大或缩小的话 这个不用管
projremove = 0     ;飞行道具不会移除 这个直接用我写的就行了
projremovetime = 26  ;*********移除时间一定要和光效结束的时间一样*********
projsprpriority = 10     ;**********光效所在的图层********
offset = 0,0   ;************位置*********
postype = p1    ;**********参照物********
afterimage.trans = add;透明类型一般都是ADD

[State 3402, 1.1]
type = hitdef
trigger1 = time = 0
attr = S, HP
hitflag = MAF
guardflag = M
damage = 200,10
animtype = Hard
priority = 4,Hit
guard.pausetime = 0, 1
sparkno = s4020
guard.sparkno = s4120
sparkxy = 10, -44
hitsound = -1
guardsound = -1
ground.type = High
air.type = Low
guard.slidetime = 18
guard.hittime = 19
guard.velocity = -10
air.hittime = 0
guard.ctrltime = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
p2stateno = 2620
p2facing = 1
p2getp1state = 1
persistent = 0

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

[StateDef 37500]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 20001
poweradd = 0
sprpriority = 2

[State 1000, VelAdd]
type = Velset
trigger1 = 1
x = 7

[State 1000,HitBy]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP, HA

[State 1000, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA, NP, SP, HP, HA
stateno = 3750

[State 1000, ChangeState]
type = ChangeState
trigger1 = p2bodydist X < 10
value = 9530

[StateDef 9530]
type = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 953
poweradd = 0
sprpriority = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S12,8

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 20
freq = 90
ampl = -6
phase = 90
ignorehitpause = 1

[State 0, AfterImageProj]
type = Projectile    ;飞行道具控制器(做残影exp专用)
trigger1 = time = 0
projanim = 10093   ;*******光效的动画号码*******
projscale = 1,1   ;长宽比 不需要放大或缩小的话 这个不用管
projremove = 0     ;飞行道具不会移除 这个直接用我写的就行了
projremovetime = 26  ;*********移除时间一定要和光效结束的时间一样*********
projsprpriority = 10     ;**********光效所在的图层********
offset = 0,0   ;************位置*********
postype = p1    ;**********参照物********
afterimage.trans = add;透明类型一般都是ADD

[State 3402, 1.1]
type = hitdef
trigger1 = time = 0
attr = S, HP
hitflag = MAF
guardflag = M
damage = 200,10
animtype = Hard
priority = 4,Hit
guard.pausetime = 0, 1
sparkno = s4020
guard.sparkno = s4120
sparkxy = 10, -44
hitsound = -1
guardsound = -1
ground.type = High
air.type = Low
guard.slidetime = 18
guard.hittime = 19
guard.velocity = -10
air.hittime = 0
guard.ctrltime = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
p2stateno = 26200
p2facing = 1
p2getp1state = 1
persistent = 0

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

[Statedef 2620]
movetype= H
velset = 0,0
ctrl = 0

[State 700,]
type = Palfx
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
trigger4 = time = 30
trigger5 = time = 40
trigger6 = time = 50
trigger7 = time = 60
trigger8 = time = 70
trigger9 = time = 80
trigger10 = time = 90
trigger11 = time = 100
trigger12 = time = 110
trigger13 = time = 120
trigger14 = time = 130
trigger15 = time = 140
trigger16 = time = 150
trigger17 = time = 160
trigger18 = time = 170
trigger19 = time = 180
trigger20 = time = 190
trigger21 = time = 200
trigger22 = time = 210
trigger23 = time = 220
trigger24 = time = 230
trigger25 = time = 240
trigger26 = time = 250
trigger27 = time = 260
trigger28 = time = 270
trigger29 = time = 280
trigger30 = time = 290
time = 40
add = 30,-40,-140
sinadd = 60,60,50,10
color = 1
invertall = 1

[State 1000, Pause]
type = Pause
trigger1 = winko = 0
trigger1 = time = [0,25]
trigger1 = timemod = 2,0
time = 1
movetime = 0

[State 2620, lifeadd]
type = lifeadd
trigger1 = timemod = 30,0
trigger1 = time >= 1
Trigger1 = time <= 290
value = -15

[State 52, 1]
type = VelSet
trigger1 = time >= 0
x = 0
y = 0

[State 6000, 3]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S

[State 6000, 3]
type = StateTypeSet
trigger1 = Pos Y != 0
trigger2 = AnimTime = 0
statetype = A

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2635

[State 1830]
type = ChangeState
trigger1 = Animtime = 0
trigger2 = life = 0
value = 2630

[Statedef 26200]
movetype= H
velset = 0,0
ctrl = 0

[State 700,]
type = Palfx
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
trigger4 = time = 30
trigger5 = time = 40
trigger6 = time = 50
trigger7 = time = 60
trigger8 = time = 70
trigger9 = time = 80
trigger10 = time = 90
trigger11 = time = 100
trigger12 = time = 110
trigger13 = time = 120
trigger14 = time = 130
trigger15 = time = 140
trigger16 = time = 150
trigger17 = time = 160
trigger18 = time = 170
trigger19 = time = 180
trigger20 = time = 190
trigger21 = time = 200
trigger22 = time = 210
trigger23 = time = 220
trigger24 = time = 230
trigger25 = time = 240
trigger26 = time = 250
trigger27 = time = 260
trigger28 = time = 270
trigger29 = time = 280
trigger30 = time = 290
time = 40
add = 30,-40,-140
sinadd = 60,60,50,10
color = 1
invertall = 1

[State 1000, Pause]
type = Pause
trigger1 = winko = 0
trigger1 = time = [0,25]
trigger1 = timemod = 2,0
time = 1
movetime = 0

[State 2620, lifeadd]
type = lifeadd
trigger1 = timemod = 30,0
trigger1 = time >= 1
Trigger1 = time <= 290
value = -15

[State 52, 1]
type = VelSet
trigger1 = time >= 0
x = 0
y = 0

[State 6000, 3]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S

[State 6000, 3]
type = StateTypeSet
trigger1 = Pos Y != 0
trigger2 = AnimTime = 0
statetype = A

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2635

[State 1830]
type = ChangeState
trigger1 = Animtime = 0
trigger2 = life = 0
value = 2630

[Statedef 2630]
type = A
movetype= H
physics  = N
ctrl = 0

[State 170, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -4
y = -6

[State 52, 1]
type = Veladd
trigger1 = time >= 0
y = .4

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5050

[State 1830]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

[Statedef 2320]
type    = A
movetype= H
physics = N
velset = 0,0





[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -4.4
y = -10

[State 52, 2]
type = Veladd
trigger1 = time >= 2
y = .5

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10





[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2320

[State 1830]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100
;ctrl = 0

[Statedef 2330]
type    = A
movetype= H
physics = N
velset = 0,0





[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -4.4
y = -7

[State 52, 2]
type = Veladd
trigger1 = time >= 2
y = .5

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10





[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2320

[State 1830]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

[Statedef 2340]
type    = A
movetype= H
physics = N
velset = 0,0





[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -4.4
y = -20

[State 52, 2]
type = Veladd
trigger1 = time >= 2
y = .5

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10





[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2320

[State 1830]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

[Statedef 3090]
type = A
movetype = H
physics = N
velset = 0,0

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3090

[State 0, SelfState]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 3080]
type = A
movetype = H
physics = N
velset = 0,0

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3080

[State 0, SelfState]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1


[Statedef 2020]
type    = S
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3090

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 2030]
type    = S
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3080

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;偙偺壓丄堦峴埲忋嬻偗傞帠両
